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#101 23/6/11 19:48

EdT
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Samer: Thank you.  The Intel Mac version can use the PC bgra format with no conversion, PPC on the other hand...

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#102 23/6/11 19:57

Gumby
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

It differs a bit for BGRA32, unless it got fixed in Intel.


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#103 24/6/11 8:39

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

@ dirk ... I don't know abt the textures part .. all i know is when i made the reflective textures before for casey and the tctfs .. some mac users complained that the textures have weird colors.


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#104 24/6/11 11:14

Dirk Gently
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

ah, yeah. going forward mac should be able to use pc textures without a problem. Like edt said, the only difference is with omnigroup port using the inverted colours.


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#105 25/6/11 20:14

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Edt please upload the mac compatible sounds when u finish them


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#106 27/6/11 20:44

EdT
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Here you go, Mac compatible sounds: http://mods.oni2.net/system/files/hayate_sounds_mac.zip

Last edited by EdT (13/7/11 19:03)

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#107 31/7/12 20:21

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

some questions ( i know m asking a lot of random questions lately, trying to gather all the info i need for all my projects)
about the sword moves ..
1- can i transform the sword (object) into a particle ? Then have this (particle) emit from hayate's hands in some moves. If so what do i need to know ? How to actually make a particle and orient it and such. My only work with particles was coloring contrails and chenille.
2- is it possible by scripts to do this : when the character equips the sword .. Then lets say punch, the script calls for a different move than the punch ? I've seen this in some scripts example punch to enter a menu. But can it be used so when character punches it toggles another animation chr_animate 0 HAYCOMsrd-p for example, how do i write the wait for command ? And can it be made to replace the initial punch instead of waiting for the punch animation then animating the sword animation ? How to apply that for the AI
3- how do i add and align particles on a weapon that cause collision with other characters, gumby said he'll write a tutorial on that 1 day but i guess he forgot
4- is it possible to switch the trac of a character temporarly by scripts ? That way i can have 2 tracs 1 sword moves, 1 non sword moves and switch them when the sword is equiped or not equiped. (paradox suggested before having 2 onccs and switching character class, however i plan to make 2 additional outfits for hayate, if 2 oncc for each that would give us 8 characters, which is a bit much)

Last edited by Samer (31/7/12 20:22)


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#108 1/8/12 7:08

s10k
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Samer wrote:

2- is it possible by scripts to do this : when the character equips the sword .. Then lets say punch, the script calls for a different move than the punch ? I've seen this in some scripts example punch to enter a menu. But can it be used so when character punches it toggles another animation chr_animate 0 HAYCOMsrd-p for example, how do i write the wait for command ? And can it be made to replace the initial punch instead of waiting for the punch animation then animating the sword animation ? How to apply that for the AI

geyser sent me a pm in last forum which explained how to do this perfectly, seems I can't login at that forum anymore unfortunately. Searched my email but nothing appeared. This is definitely possible. I think this needs always to wait for the punch animation.

The script should be like something like this:

func void replaceAnim(){
chr_wait_animation 0 your_punch_animation
chr_animate 0 your_sword_animation
fork replaceAnim
}

In the main function you call it like this:
fork replaceAnim

You can have a look how I've done it here:
http://z10.invisionfree.com/OniPF/index … id=1342860

4- is it possible to switch the trac of a character temporarly by scripts ? That way i can have 2 tracs 1 sword moves, 1 non sword moves and switch them when the sword is equiped or not equiped. (paradox suggested before having 2 onccs and switching character class, however i plan to make 2 additional outfits for hayate, if 2 oncc for each that would give us 8 characters, which is a bit much)

The paradox idea is what get to my mind at first. But doesn't oni support that natively? I mean if you have a plasma rifle and crouch+right mouse click the animation is different than a devil spin kick, so it should be possible. However I don't know the details.

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#109 1/8/12 7:44

Iritscen
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Not sure if this will help, but Paradox wrote up geyser's method on adding decorative particles to characters here: http://wiki.oni2.net/OBD_talk:BINA/PAR3 … cter_items


byproducts are fine, but where's the beef?

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#110 26/8/12 10:56

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

can a weapon be made unknockable ? (is that a word) i mean it can't be knocked down from a character .. without giving the character the canttouchthis flag .. i want the sword if given to AI hayate to not be knocked down, and if knocked down at least not be picked up by someone else ..
any way to achieve this using scripts or xml or anything


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#111 26/8/12 11:18

Iritscen
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Have you looked at the Knockdown Revamp mod?


byproducts are fine, but where's the beef?

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#112 27/8/12 8:27

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

mm yeah i didn't think of that it appears to change the hit, blown up and knocked down animations and remove the drop weapon .. don't know if that could apply to throws and disarms as well .. if the drop weapon is in the tgt tram then it ill affect all characters which i don't want .. will try it out
my issue is that i was hoping i could make it sword specific and not apply to all weapons so he could still use pistols and rifles and can be disarmed from them but always keeps the sword.


Anyway big_smile which hayate outfit do u think would look best as a new outfit for him

1.2012-08-27_161857.jpg I like this cz it gives him a modern more Oni fitting look

2. 2012-08-27_161921.jpgI like this cz it's dark and looks stealthy and will be easier to make than the others

3.2012-08-27_161752.jpg this combines both modern and classic look but not too crazy about the colors

Last edited by Samer (27/8/12 8:34)


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#113 27/8/12 10:11

s10k
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

2.

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#114 27/8/12 17:16

Lithium
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

1


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#115 27/8/12 18:25

Lukas Kreator
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

I think it would be interesting to see a new character with a cap. So 3 XD

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#116 27/8/12 18:49

Knox
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

2.


Oni fan since 2001.

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#117 27/8/12 20:53

EdT
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

2 - He will fit great with my China mod big_smile

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#118 27/8/12 22:53

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

I think I'm going to make both 1 and 2 and ditch the prince of persia outfit idea.


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#119 28/8/12 4:02

uroboros
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

2.

The first one looks good too but personally I would give him a t shirt.

Last edited by uroboros (28/8/12 4:03)

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#120 28/8/12 8:43

Coyote
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

I think 3rd fits Oni


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#121 31/8/12 19:29

Samer
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

2012-09-01_032034.jpg


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#122 31/8/12 19:32

Knox
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Awesome.


Oni fan since 2001.

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#123 31/8/12 19:57

Lithium
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

BALLIN!!

I mean, looking nice bro


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#124 31/8/12 21:28

EdT
Moderator

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Double Awesome!

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#125 1/9/12 7:42

s10k
Member

Re: NEW CHARACTER: ** Hayate 2.0** Released on 17/10/12

Looks awesome but I'm kinda used to his ponytail. Any chance to add it? Not sure if it will look cool.

Last edited by s10k (1/9/12 7:42)

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